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https://gitlab.com/veloren/veloren.git
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Pathfinding improvements
This commit is contained in:
@ -4,6 +4,7 @@ use crate::{
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vol::{BaseVol, ReadVol},
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};
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use hashbrown::hash_map::DefaultHashBuilder;
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use rand::prelude::*;
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use std::iter::FromIterator;
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use vek::*;
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@ -67,6 +68,17 @@ pub struct TraversalConfig {
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pub min_tgt_dist: f32,
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}
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const DIAGONALS: [Vec2<i32>; 8] = [
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(-1, 1),
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Vec2::new(-1, 0),
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Vec2::new(-1, -1),
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Vec2::new(0, -1),
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Vec2::new(1, -1),
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];
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impl Route {
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pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
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@ -90,42 +102,31 @@ impl Route {
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let next0 = self
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.next(0)
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.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
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let next1 = self.next(1).unwrap_or(next0);
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// Stop using obstructed paths
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if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
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if !walkable(vol, next1) {
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return None;
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}
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let diagonals = [
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(-1, 1),
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Vec2::new(-1, 0),
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Vec2::new(-1, -1),
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Vec2::new(0, -1),
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Vec2::new(1, -1),
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];
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let next1 = self.next(1).unwrap_or(next0);
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let be_precise = diagonals.iter().any(|pos| {
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!walkable(vol, next0 + Vec3::new(pos.x, pos.y, 0))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -1))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -2))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 1))
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let be_precise = DIAGONALS.iter().any(|pos| {
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(-2..2)
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.all(|z| vol.get(next0 + Vec3::new(pos.x, pos.y, z))
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.map(|b| !b.is_solid())
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.unwrap_or(false))
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});
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let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next_tgt = next0_tgt;
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// Maybe skip a node (useful with traversing downhill)
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let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
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next0_tgt
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} else {
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next1_tgt
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};
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// // Maybe skip a node (useful with traversing downhill)
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// let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
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// next0_tgt
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// } else {
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// next1_tgt
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// };
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let closest_tgt = next0_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil()));
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// Determine whether we're close enough to the next to to consider it completed
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let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
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@ -349,9 +350,7 @@ impl Chaser {
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// theory this shouldn't happen, but in practice the world is full
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// of unpredictable obstacles that are more than willing to mess up
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// our day. TODO: Come up with a better heuristic for this
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if end_to_tgt > pos_to_tgt * 0.3 + 5.0
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/* || thread_rng().gen::<f32>() < 0.005 */
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{
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if end_to_tgt > pos_to_tgt * 0.3 + 5.0 || thread_rng().gen::<f32>() < 0.001 {
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None
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} else {
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self.route
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@ -393,7 +392,12 @@ impl Chaser {
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});
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}
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if walkable(vol, (pos + Vec3::<f32>::from(tgt_dir) * 3.0).map(|e| e as i32)) {
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let walking_towards_edge = (-3..2)
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.all(|z| vol.get((pos + Vec3::<f32>::from(tgt_dir) * 2.5).map(|e| e as i32) + Vec3::unit_z() * z)
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.map(|b| !b.is_solid())
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.unwrap_or(false));
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if !walking_towards_edge {
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Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 0.75))
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} else {
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None
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@ -454,23 +458,27 @@ where
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let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
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let neighbors = |pos: &Vec3<i32>| {
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let pos = *pos;
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const DIRS: [Vec3<i32>; 17] = [
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const DIRS: [Vec3<i32>; 21] = [
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Vec3::new(0, 1, 0), // Forward
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Vec3::new(0, 1, 1), // Forward upward
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Vec3::new(0, 1, 2), // Forward Upwardx2
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Vec3::new(0, 1, -1), // Forward downward
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Vec3::new(0, 1, -2), // Forward downwardx2
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Vec3::new(1, 0, 0), // Right
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Vec3::new(1, 0, 1), // Right upward
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Vec3::new(1, 0, 2), // Right Upwardx2
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Vec3::new(1, 0, -1), // Right downward
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Vec3::new(1, 0, -2), // Right downwardx2
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Vec3::new(0, -1, 0), // Backwards
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Vec3::new(0, -1, 1), // Backward Upward
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Vec3::new(0, -1, 2), // Backward Upwardx2
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Vec3::new(0, -1, -1), // Backward downward
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Vec3::new(0, -1, -2), // Backward downwardx2
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Vec3::new(-1, 0, 0), // Left
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Vec3::new(-1, 0, 1), // Left upward
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Vec3::new(-1, 0, 2), // Left Upwardx2
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Vec3::new(-1, 0, -1), // Left downward
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Vec3::new(-1, 0, -2), // Left downwardx2
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Vec3::new(0, 0, -1), // Downwards
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];
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